••
ELEMENTAL DISCIPLINES
The elemental disciplines are presented in alphabetical
arder.]fa discipline requires a leveI, you must be that
leveI in this class to learn the discipline.
Breath ofWinter (17th LeveI Required). Vou can
spend 6 ki points to castcone of cold.
Clench ofthe North Wind (6th LeveI Required). Vou
can spend 3 ki points to casthold person.
Elemental Attunement. Vou can use your action to
brie!ly control elemental forces nearby, causing one of
the fol!owing effects of your choice:
Create a harmless, instantaneous sensory effect
related to air, earth, fire, or water, such as a shower of
sparks, a puff of wind, a spray of light mist, or a gentle
rumbling of stone.
Instantaneously light ar snuff out a candIe, a torch, ar
a smal! campfire.
Chill or warm up to I pound of nonliving material for
up to I hour.
Cause earth, fire, water, or mist that can fit within a
I-foot cube to shape itself into a crude form you desig-
nate for I minute.
Eternal Mountain Defense (11th LeveI Required).
Vou can spend 5 ki points to caststoneskin,
targeting yourself.
Fangs ofthe Fire Snake.When you use the Atlack
action on your turn, you can spend I ki point to cause
tendrils of !lame to stretch out from your fists and feel.
Your reach with your unarmed strikes increases by
10 feet for that action, as wel! as the rest of the turn.
A hit with such an attack deals fire damage instead of
bludgeoning damage, and ifyou spend I ki point when
the attack hits, it also deals an extra IdlO fire damage.
Fist ofFour Thunders. Vou can spend 2 ki points to
castthunderwave.
Fist ofUnbroken Air.Vou can create a blast of
compressed air that strikes like a mighty fisl. As an
action, you can spend 2 ki points and choose a creature
within 30 feet ofYOU.That creature must make a
Strength saving throw. On a failed save, the creature
takes 3dl0 bludgeoning damage, plus an extra IdlO
bludgeoning damage for each additional ki point you
spend, and you can push the creature up to 20 feet away
from you and knock it prone. On a successful save, the
creature takes half as much damage, and you don't push
it or knock it prone.
Flames ofthe Phoenix (11th LeveI Required). Vou
can spend 4 ki points to castfireball.
Gong ofthe Summit (6th LeveI Required). Vou can
spend 3 ki points to castshatter.
Mist Stance (11th LeveI Required). Vou can spend 4
ki points to cast gaseous form,targeting yourself.
Ride the Wind (11th LeveI Required). Vou can spend
4 ki points to castfiy,targeting yourself.
RiverofHungry Flame (17th LeveI Required). Vou
can spend 5 ki points to cast wall of fire.
Rush ofthe Gale Spirits. Vou can spend 2 ki points
to castgust of wind.
Shape the Flowing River. As an action, you can
spend I ki point to choose an area of ice or water no
larger than 30 feet on a side within 120 feet ofYOU.Vou
can change water to ice within the area and vice versa,
and you can reshape ice in the area in any manner you
choose. Vou can raise or lower the ice's elevation, create
ar fil! in a trench, erect or !latten a wal!, or form a pil!ar.
The extent of any such changes can't exceed half the
area's largest dimensiono For example, if you affect a
30-foot square, you can create a pillar up to 15 feet high,
raise or lower the square's elevation by up to 15 feet, dig
a trench up to 15 feet deep, and so on. Vou can't shape
the ice to trap or injure a creature in the area.
Sweeping Cinder Strike. Vou can spend 2 ki points to
castburning hands.
Water Whip.Vou can spend 2 ki points as a bonus
action to create a whip of water that shoves and pul!s
a creature to unbalance lI.A creature that you can see
that is within 30 feet of you must make a Dexterity
saving throw. On a failed save, the creature takes 3d 10
bludgeoning damage, plus an extra IdlO bludgeoning
damage for each additional ki point you spend, and you
can either knock it prone or pul! it up to 25 feet closer
toYOU. On a successful save, the creature takes half as
much damage, and you don't pul! It or knock it prone.
Wave ofRolling Earth (17th LeveI Required). Vou
can spend 6 ki points to castwall of stone.
••
MONASTIC ORDERS
lhe worlds of D&D contain a multitude of monasteries
and monastic traditions. In lands with an Asian cultural
flavor, such as Shou Lung far to the east of the Forgotten
Realms, these monasteries are associated with philosophical
traditions and martial arts practice. lhe Iron Hand School,
the Five Stars School, the Northern Fist School, and
the Southern Star School ofShou Lung teach different
approaches to the physical, mental, and spiritual disciplines
of the monk. Some of these monasteries have spread to the
western lands of FaerOn, particularly in places with large
Shou immigrant communities. such as lhesk and Westgate.
Other monastic traditions are associated with deities who
teach the value of physical excellence and mental discipline.
In the Forgotten Realms, the order ofthe Dark Moon is
made up of monks dedicated to Shar (goddess of loss), who
maintain secret communities in remote hills, back allies,
and subterranean hideaways. Monasteries of IImater (god
of endurance) are named after flowers, and their orders
carry the names of great heroes of the faith; the Disciples of
Saint Sollars the lwice-Martyred reside in the Monastery of
the YellowRose near Damara. lhe monasteries of Eberron
combine the study of martial arts with a life of scholarship.
Most are devoted to the deities of the Sovereign Hosl.
In the world of Dragonlance, most monks are devoted to
Majere, god of meditation and thoughl. In Greyhawk, many
monasteries are dedicated to Xan Yae,the goddess of twilight
and the superiority of mind over matter, or to Zuoken, god of
mental and physical mastery.
lhe evil monks ofthe Scarlet Brotherhood in the world of
Greyhawk derive their fanatic zeal not from devotion to a god
but from dedication to the principies oftheir nation and their
race-the belief that the Suei strand of humanity are meant
to rule the world.
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PART 1ICLASSES
81